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Darkie Minotaur

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Everything posted by Darkie Minotaur

  1. That should do the trick // anim SMOOTH Script// By Doug Linden (I think)// // If you are interested in scripting, check out// the Script Help under the help menu. // The double slash means these lines are comments// and ignored by the computer. // All scripts have a default state, this will be// the first code executed.integer giOn;default{ // state_entry() is an event handler, it executes // whenever a state is entered. state_entry() { // llSetTextureAnim() is a function that animates a texture on a face. llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,1,1,1.0, 1,0.25); // animate the script to scroll across all the faces. giOn = 1; } touch_end(integer num_detected) { if(giOn) { llSetTextureAnim(FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0); } else { llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,1,1,1.0, 1,0.25); } giOn = !giOn; }}
  2. No, there is no way to detect if a dialog is open. What you can do is to close the listener with a timer if the dialog hasn't been used.
  3. Forgot gName once again string gName; // name of a notecard in the object's inventoryinteger gLine = 0;list cards = [];//key rQueryID;//key query_id; //Darkie: as has been saidinteger counter;string notecard; string said;key gQueryID; // id used to identify dataserver queriesdefault { state_entry() { llListen(999,"","",""); //Darkie: if you say something in the chat, you can't use a negative channel gName = llGetInventoryName(INVENTORY_NOTECARD, 0); // select the first notecard in the object's inventory gQueryID = llGetNotecardLine(gName, gLine); // request first line } listen(integer channel, string name, key id, string message) { if(llGetInventoryType(message)==INVENTORY_NOTECARD){ gLine = 0;//Darkie: use gLine here again gName = message; //Darkie: put gName here gQueryID = llGetNotecardLine(gName,gLine);//Darkie: use gLine here again; you need the variable gQueryID; use gName here //said = llGetNotecardLine(llKey2Name(notecard),gLine); //Darkie: this doesn't really make sense; what do you want to get here? //llShout(0,said); } } dataserver(key query_id, string data) { if (query_id == gQueryID) { if (data != EOF) { // not at the end of the notecard llSay(0, (string)gLine+": "+data); // output the line ++gLine; // increase line count gQueryID = llGetNotecardLine(gName, gLine); // request next line } } }} Read up on the dataserver event and llGetNotecardLine
  4. I missed that line: notecard = message; In the listen event should be gName = message;
  5. See my comments and changes below string gName; // name of a notecard in the object's inventoryinteger gLine = 0;list cards = [];//key rQueryID;key query_id;integer counter;string notecard; string said;key gQueryID; // id used to identify dataserver queriesdefault { state_entry() { llListen(999,"","",""); //Darkie: if you say something in the chat, you can't use a negative channel gName = llGetInventoryName(INVENTORY_NOTECARD, 0); // select the first notecard in the object's inventory gQueryID = llGetNotecardLine(gName, gLine); // request first line } listen(integer channel, string name, key id, string message) { if(llGetInventoryType(message)==INVENTORY_NOTECARD){ gLine = 0;//Darkie: use gLine here again notecard = message; gQueryID = llGetNotecardLine(notecard,gLine);//Darkie: use gLine here again; you need the variable gQueryID //said = llGetNotecardLine(llKey2Name(notecard),gLine); //Darkie: this doesn't really make sense; what do you want to get here? //llShout(0,said); } } dataserver(key query_id, string data) { if (query_id == gQueryID) { if (data != EOF) { // not at the end of the notecard llSay(0, (string)gLine+": "+data); // output the line ++gLine; // increase line count gQueryID = llGetNotecardLine(gName, gLine); // request next line } } }}
  6. If you are intereszed in more of the options MOAP offeres, the tea cup shows some quite exciting things (a voice in the back of my head reminded me of that) - look here
  7. this would get you the first line of the notecard named like the text box input listen(integer channel, string name, key id, string message) { llGetNotecardLine(message, 0);}
  8. could you be a bit more specific?
  9. Are you setting the parameters with llSetPrimMediaParams? If yes, paste it here.
  10. Because in the second script the Listener listens to channel 0 and not to COMCHAN
  11. Look at the page Dora suggested and see which parameters you can use for the things you want
  12. I haven't looked at the script in depth - but replace the two lines casing the errors by llSetPrimMediaParams(0,[ PRIM_MEDIA_CURRENT_URL, g_strURL ]); That shoud get the derired result.
  13. that should be the problem: integer start_of_UUID = llSubStringIndex(body,"<**Only uploaded images may be used in postings**://secondlife.com/app/image/"); and string profile_pic = llGetSubString(body, start_of_UUID, end_of_UUID); try integer start_of_UUID = llSubStringIndex(body,"<meta name=\"imageid\" content=\"") + llStringLength("<meta name=\"imageid\" content=\""); and string profile_pic = llGetSubString(body, start_of_UUID, start_of_UUID + 35); The pages change once in a while - what works today, may not work tomorrow. And a little reark: The way the script is now, it's a potential offence against the ToS.
  14. Without going into the details of your script, one way(and the best one I could think of right now) would be to leave everything as it is - more or less - and make a walking animation and a standing animation wich will be triggered by the movementsi.e. the controls
  15. Ich hab mal Google gefragt - schau mal hier nach
  16. Das liegt daran, dass die Deinstallation die Daten nicht sauber von einem Rechner löscht - die Einstellungsdaten bleiben erhalten. Ich selbst nutze Windows nicht für SL - daher kann ich dier nicht genau sagen wo die Daten liegen - aber du solltest nach Dateien oder Orndern auf der Festplatte suchen, in deren Namen second life vorkommt un diese Löschen. Wenn das noch immer nicht hilft, musst du die Registry durchsuchen.
  17. As far as I can see, llCreateLink doesn't come onto play here. The whole point of the HUD and the object to be attached/detached communicationg via chat is, that they aren't linked - and can't be.
  18. You have that a lot with weapons and the like. Very often, the itmes are just made invisible. But if you want to detach them, a script in the items would have to do that - but the HUD could 'tell' the script in the item to detach - that's the trick. The HUD does nbot detach the item, but tells the item to detach itself
  19. You have the llDetachFromAvatar in HUD script - thus: It would detach the HUD - not anything else even if that's what you wanted to do, llDetachFromAvatar requires the permission to do so. The HUD script however doesn't ask the permission anymore. Permissions are given per script.
  20. ok - let me give you a step-by-step walkthrough of what I meant. Script 1 refers to the script that would go into the HUD, Script 2 is the one that would to into the object to be attached: Script 1 open your dialog and listen for the reply in the if statement, you rez the object corresponding to the dialog reply Script 2 in the on_rez event, you ask the permission to attach. As the key, you can use llGetOwner in the run_time_permissions event, if the permission to attach is granted, you use llAttachToAvatar to attach the object to the owner I hope that makes clear what has to go in which object.
  21. I'm not sure I completely understand where or what your exact problem is. It seems that you want to call a function from your inventory or the inventory of a HUD that attaches an object to the ava. If this is the problem, the quick answer is: You can't. What you can do, however, is rez an object from another objects inventory and then attach it.
  22. PSYS_PART_TARGET_POS_MASK does that. Read here
  23. That's what the octopus as a Greek would like best, I guess - octopuses is the most common plural in most Englishes.
  24. *chuckles* I like this plural - but that makes the octopus a Roman, and I guess it wants to stay Greek
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